Then the final bomber, joined by two interceptors fire at the Winged Vengeance, but their attacks bounce harmlessly off the destroyer's shields.

Finally, the Capricorn preps its engines...

Aha, here's that Overwatch, not too bad I guess, just a half-turn late.

The remaining two missiles close in on the Capricorn, and one of them hits.

Knocking off one of it's laser cannons!

Defenseless and weaponless, the Unlucky Charm does the only thing it can do: ram the nearest enemy ship.

The Winged Vengeance decides to even up the score a bit.

Success! The Capricorn's other laser cannon is destroyed!

It then fires off two missiles at the last remaining bombers.

The Splintered Jewel also tried to fire it's giant laser at the Capricorn, but rolled a critical failure and missed.

And now for a quick Overwatch (in the right place this time!)

And now on to turn 3...

With the Unlucky Charm out of the way, two interceptors and a fighter take the liberty to fire on the Winged Vengeance. Unfortunately though, their attacks simply bounce off the destroyer's shields.

Meanwhile, a trio of fighters open up on the Splintered Jewel, but their attacks are unable to breach the missile barge's armor.

On the other side of the battlefield, the Capricorn suddenly bursts into flames!

But wait! It just as suddenly reappears behind the main debris field. It warped!

And now it's escaped the wrath of the last missile!

Or has it? Thanks to the missile's state of the art seeking capabilities, it quickly relocates the Capricorn and changes course!

The Winged Vengeance turns and fires its last missile at the fighter trio. Unfortunately, the missile fails to kill even a single fighter.

The Splintered Jewel, on the other hand, is slightly more lucky.

Oh no! There go the Capricorn's engines! One more hit and like that and it's done for!

Another quick Overwatch. Man, look at the size of that debris field!

And now for turn 4...

The remaining fighters and interceptors unleash all of their firepower on the poor Splintered Jewel.

Their barrage destroys the frigate's giant laser and its engines, reducing it to little more than a giant floating hunk of space debris.

The missile impacts against the Capricorn vulnerable flesh, but the armor holds just barely.

The Winged Vengeance opens up on the fighters, but its big lasers don't even stand a chance of hitting them.

Another handy Overwatch, only a handful of ships left now.

And on to turn 5...

The interceptors finish off the Splintered Jewel.

The same can't be said for the fighters, who still can't seem to get through the Winged Vengeance's shields.

Realizing that he doesn't stand a chance against the remaining fighters, the Space Pirate captain decides that a tactical retreat is in order.

And thus the Slindonians win by default with four fighters and four interceptors left along with their flagship.

A final little Overwatch.

For a test of the new brikspace rules I'd say this battle went rather well. I was interesting pitting a group of fighters and their flagship against a group of missile barring Space Pirates. I've learned a lot from this test and will be sure to take that knowledge into account when I do my forum battle.

jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

I laughed when the Unlucky Charm rammed an enemy only to blow up itself... ramming is truly the greatest form of space combat. If I ever do Microspace war, I'll stick huge pointy things on the bow of all my ships. Troll swords would look nice.

Really? Admittedly the movement system is much simpler in Olothontor's version, but his weapons and stats are a lot more complex. Of course, I do always say that complex stats are better than complex gameplay, so I guess that you're right.

I honestly don't see how the accuracy system is simpler than mine. In both games the attacker rolls a number of dice which is (usually) inversely proportional to the weapon's firepower vs. a fixed value which is inversely proportional to the target's size, and if he rolls higher than that value he hits.
I will concede that his damage system is simpler than mine, but I don't like the fact that it limits ships' abilities as they're damaged. In reality (I think I said this somewhere else on the forum) the most likely result of an attack on a ship is that structural supports take damage until the ship crumples like an accordion under acceleration stress.
I think his rules' biggest advantage over mine is that my Brikspace rules can't handle giant epic fleet battles or huge swarm attacks with fighters and missiles. That's realistic too; the spaceships we have now cost us billions and it's unreasonable to expect that ships which are bigger and more complex will cost us any less.
And, finally, about movement: the point wasn't really about realism -- the "realistic" view of space combat is that weapon ranges will be so great and velocities so high that movement isn't really a factor But my intention was to create an experience that was as different as possible from regular Brikwars, or Brikwars with all tanks or planes or seagoing ships or whatever, and that's why I put the frictionless movement rule in.